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Author Topic: Treasure Chest Design Contest — Card #7: Alchemy  (Read 41771 times)

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scott_pilgrim

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #25 on: December 16, 2013, 02:52:53 pm »
0

Presumably you can reveal a hand with no treasures to trash nothing.  I think it's bonkers strong in a treasureless deck (+3 cards, +1 action that gains a card that gives +3 cards, +1 action, that gains...).  Like, if there's a village and some decent virtual coin or any peddler variants on the board, this will be a crazy strong engine card.
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soulnet

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #26 on: December 16, 2013, 03:08:32 pm »
0

Presumably you can reveal a hand with no treasures to trash nothing.  I think it's bonkers strong in a treasureless deck (+3 cards, +1 action that gains a card that gives +3 cards, +1 action, that gains...).  Like, if there's a village and some decent virtual coin or any peddler variants on the board, this will be a crazy strong engine card.

It says if you do.
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eHalcyon

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #27 on: December 16, 2013, 04:26:02 pm »
0

Soon you will need to replenish Coppers, unless you are using Addict as a Copper trasher and plan to trash Addicts as well shortly after usage, or you are running SP in which case you don't mind the "dead" Actions. If there is an abundance of +Buy (you are using WV's or Festival mostly for the Actions) or some Copper junker coming at you, you can replenish, but those are odd cases. And even in those cases, Addict is just a faster but less reliable Stables. In summary, I think it can shine, but it would be rare. But maybe not as rare as Coppersmith or Counting House shining.

My question is, why did you post your card here instead of submitting it?

Probably because it's a 20 card pile, which is out of scope at this point.  No room for it.

My feeling is that it is too weak anyway.  Consider:

- Many of the times you want Rats, it's because you like the $4 fodder for TfB.  That doesn't hold up as well for Addict, which would have a low Potion cost.
- In cases where you want Stables, you do NOT want to be trashing away Copper.  Even in Stables games, you could accidentally overbuy Stables and not have enough treasure to discard, making Stables dead cards.  Addict makes this happen even faster.
- In cases where you want to trash Copper, it's probably too slow to warrant the detour required to get a Potion card, especially if it just replaced the Copper with cards that will end up being junk.

I think a possible avenue for a fix would be to add +1 Buy so you can replenish Copper with ease, but then it might be too easy.  It would probably warrant a $2p or $3p cost then.
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soulnet

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #28 on: December 16, 2013, 04:28:34 pm »
+1

Coppers will likely run out in a heartbeat with Addict+1Buy.
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eHalcyon

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #29 on: December 16, 2013, 04:32:20 pm »
0

Coppers will likely run out in a heartbeat with Addict+1Buy.

Yeah, it's not a perfect fix.  Just a direction that might help it.
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nopawnsintended

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #30 on: December 16, 2013, 11:56:14 pm »
0

I mixed up rats with stables - and to be honest, I love the result ;)

Addict
Cost: Potion - Action

Trash a treasure.

If you do:
+3 Cards
+ 1 Actions
Gain an Addict.

Remark: Similar to Rats, the supply pile should contain like 20 cards.

You might as well face it, I'm addicted to ... Copper?
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scott_pilgrim

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #31 on: December 17, 2013, 01:47:58 am »
0

Presumably you can reveal a hand with no treasures to trash nothing.  I think it's bonkers strong in a treasureless deck (+3 cards, +1 action that gains a card that gives +3 cards, +1 action, that gains...).  Like, if there's a village and some decent virtual coin or any peddler variants on the board, this will be a crazy strong engine card.

It says if you do.

Oh, my bad!
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LastFootnote

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #32 on: December 19, 2013, 03:52:08 pm »
0

Ballot going up soon, guys. I'm not dragging my feet this time. It just takes a while to compile the cards.
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LastFootnote

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #33 on: December 19, 2013, 04:53:38 pm »
0

The ballot is up! I'll put the first poll up hopefully on Saturday. If I messed up or omitted your card, please let me know!

EDIT: Added Enchanter to the end of the ballot.
« Last Edit: December 19, 2013, 05:02:03 pm by LastFootnote »
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cluckyb

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #34 on: December 19, 2013, 05:11:46 pm »
+1

Just doing a quick glance through for now

Quote
Voodoo Doll
Types: Action – Attack
Cost: $3P
+$2. Each player with 5 or more Action cards in hand discards an Action card (or reveals a hand with no Action cards).

This should probably be just "5 or more cards", right?
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LastFootnote

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #35 on: December 19, 2013, 05:15:55 pm »
0

Just doing a quick glance through for now

Quote
Voodoo Doll
Types: Action – Attack
Cost: $3P
+$2. Each player with 5 or more Action cards in hand discards an Action card (or reveals a hand with no Action cards).

This should probably be just "5 or more cards", right?

Yes, thanks!
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ConMan

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #36 on: December 19, 2013, 06:06:47 pm »
+1

I'm just scanning through the cards, making some initial observations. So far, my notes look something like this (in order, but not every card has a note):

WTF?
Pretty strong
Eh
Minty fresh!
I like
Scout joke!
WTF?
WTF??
Eh
Huh?
WTF?
Interesting
Nifty
Meh
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cluckyb

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #37 on: December 19, 2013, 06:36:59 pm »
+2

The PP cards are an interesting choice. I get why people tried to create them - when you think of Potions as just another type of currency "why can't you have something that costs more than one potion" is a common conclusion. The issue is that it kind of turns your Potions into treasure maps. Granted one of the PP cards doesn't cost PP when you buy it, and another has a bunch of other problems, but Brewmaster seems pretty weak given how hard it would be to get one.
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A Drowned Kernel

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #38 on: December 19, 2013, 06:45:21 pm »
0

Quote
Refinery
Types: Reaction
Cost: $4P
When you buy a card, you may reveal this from your hand. If you do, if the card you bought is an…
Action card, set it aside when you gain it, putting it into your hand at the start of your next turn.
Victory card, set it aside when you gain it, returning it to your deck at the end of the game.
Other card, each other player gains a copy of it instead of you.

My first thought on this card is maybe it should be a treasure card, maybe worth zero, and have all its effects be "when this is play" so that you have to choose to have it effect all the cards you buy or none of them. I still don't know if I like it but that might make it more interesting.
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The perfect engine
But it will never go off
Three piles are empty

eHalcyon

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #39 on: December 19, 2013, 07:30:42 pm »
+3

Right then, gonna read these from bottom to top again, just for the different perspective.  So if anybody reads my response from top to bottom, I might reference cards that come "later". :)

As usual, one of these is mine.

Quote
Ivory Tower
Types: Action
Cost: $3P
+1 Card. +1 Action. Choose one: Set aside a card from your hand face down on your Ivory Tower mat; or put up to 3 cards from your mat into your hand. You may look through your cards at any time; trash them at the end of the game.

Clarification: On-trash effects are triggered. They are resolved in player order starting from the player on whose turn the game ended.

"You may look through your cards" should probably be specific to "cards on your mat" for everything to make sense. 

OK, so this is like a tactical Native Village mixed with Upgrade and Island.  Compared to NV, it is more powerful in that you get to choose a card from your hand to set aside instead of taking one from the deck blindly.  It's a tiny bit weaker in that it isn't actually a village.  Compared to Upgrade (or Junk Dealer), it doesn't give an extra bonus BUT it is safer in that you can choose not to "trash" anything at all.  You can choose the non-trash options, and you could even choose to take back 0.  Compared to Island, it is more flexible in that you can use a single copy to set aside multiple VP cards, but it is far more dangerous in that your cards will get trashed if you don't pull them back at the end of the game.

I like it as an enabler for pulling together combo pieces.  It also provides a lot of extra utility, as described above.  That everything on the mat gets trashed in the end is a neat difference from NV.

A potential problem is that it could feel pretty bad for a player who sets aside VP cards and is unable to bring them back before the end of the game due to bad luck.  That's a matter of risk and judgement though, so maybe it's OK.  Other than that, I like it.

Quote
Elixir (A)
Types: Treasure
Cost: $2P
Worth $2. You may play an Action card from your hand.

I don't like the rules confusion that this would bring up.  I get to play an extra Action, so I play Village.  That gives me +2 actions, so can I now play more actions?  The answer is no, since you are no longer in your action phase, but many people will get confused by that.

Quote
Conjuror (A)
Types: Action
Cost: $2P
+3 Cards. You may discard a Potion. If you do, +1 Action. Otherwise, gain a Potion, putting it on top of your deck.

Not that exciting, and perhaps a bit too similar to Retort from the previous contest.  Yeah Retort gets a free extra action, but it still feels similar to me.

Quote
Professor
Types: Action
Cost: $2P
+1 Action. +1 Buy. Choose one: All cards cost $1 less this turn; or Action cards cost $2 less this turn. Cards cannot cost less than $0.

Eh, probably OK.  Like Elixir (B), not that exciting.

Quote
Elixir (B)
Types: Action
Cost: $2P
+1 Card. +1 Action. You may choose an Action card in your hand. Play it twice.

Cantrip and throne... might work?  Not particularly exciting to me though, and I can get a little extra confusing if you use Elixir on Elixir.

Quote
Druid
Types: Action
Cost: $4P
+1 Card. +1 Action. Choose one: +$2; or +P.

When you buy this, trash all Treasure cards you have in play.

Minty on-buy.  That fits well with +P here.  Buy a Potion, get your first Druid, and then you can still get more Druids without having to keep that Potion in your deck.  Fairly interesting for a Market variant.

Quote
Contraption
Types: Action
Cost: $4P
+1 Action. Look at the top 3 cards of your deck and reveal one of them. Gain an Action costing less than it. Discard any number of the looked-at cards. Put the rest back in any order.

Mild filtering with a highly variable card gain.  I think that's alright.  I like it as a way to potentially gain expensive cards.  I don't really think that it's worth $4P.  Maybe the high cost could be a good thing if Contraption flips another Contraption, letting you gain an Alchemist... but that's pretty luck dependent, and it would be easier to just buy an Alchemist instead of a second Contraption in that case.  I could see this costing $3P, maybe even $2P.

Quote
Metallurgist
Types: Action
Cost: P
+1 Buy. You may trash a Treasure from your hand. If you do, +P. You may trash a Potion from your hand. If you do, +$3.

I find this a bit underwhelming.  This is a trasher, but it doesn't do anything particularly compelling compared to other trashers.  It's terminal and trashes up to two cards.  That's comparable to Steward, but Steward comes out ahead.  You can't open with Metallurgist, and Steward has more utility after trashing is done.  Metallurgist gives a few bonuses, but they are largely inconsequential.  You won't be trashing Potion very often, and +P is not useful if Metallurgist is the only thing available.  The real kick in the teeth is that Metallurgist can only trash treasure.  That's a big limitation.

Nonetheless, Metallurgist could potentially find use if there are no other trashers on the board.  It can also be helpful with other Potion cards on the board.  You can pick it up when you miss $3P for Familiar and make it a lot easier to get it on the next shuffle.

Overall though, there are many other entries I like better.

Quote
Enclave
Types: Action
Cost: $2P
+2 Actions. You may discard your hand. If you do, +1 Card per Action card you have in play.

Ooh, a mechanic I haven't really seen before.  Drawing cards for cards in play is actually pretty neat.  I like how it combos with itself AND other action cards.  I feel like it fits well with the theme of Alchemy.  If you build your deck for it, it can be extremely powerful draw.  The potion cost and the hand discard are good checks to keep Enclave from getting too crazy, except when it's justified (i.e. when you've built your deck specifically for that purpose).  I like it a lot.

Quote
Clairvoyant
Types: Action
Cost: $3P
+1 Action. Reveal the top 4 cards of your deck. Set aside a revealed Action card. Put a revealed Victory card into your hand. Discard the rest. Play the set-aside Action.

Not sure if the "set aside" is necessary, but that's a minor wording thing.  I'm also a bit curious about the Victory card draw.  I suppose it can matter when about to reshuffle and to increase your hand size for cards that care about that.  The action card stuff essentially makes Clairvoyant a village with some strong filtering.  It's interesting, but it can be simplified and buffed pretty easily:

"+2 Actions.  Reveal the top 4 cards of your deck.  Put a revealed Victory card and a revealed Action card into your hand and discard the rest."

That does essentially the same thing as Clairvoyant except it gives more flexibility (can play two actions already in your hand, can choose order of actions played) and it can't whiff (when there is no action card in the next 4).  Even like this, I'm not sure it's really worth $3P.  Still, it could be interesting.

Quote
Alkahest
Types: Actoin
Cost: $5P
+1 Card. +1 Buy. Choose one: +2P; or +$3. You may choose an Action card in your hand costing at least P and play it.

It's alright.  A bit boring, I think.  Not sure it's powerful enough to warrant a $5P cost, and it feels very vanilla overall.  I like Potion cards to be a bit more unique.

Quote
Kettle
Types: Action
Cost: $3P
Reveal your hand. You may trash any number of cards from your hand up to the number of Victory and Curse cards revealed. +1 Card. +1 Action. +1 Buy.

While this is in play, cards cost $1 less, but not less than $0.

Why "Kettle"?

The trashing is kind of interesting.  Considering the card as a whole, the best strategy is probably to trash Coppers first.  You want to get rid of them, but you won't be able to if you trash away all your green first.  That's interesting.  And then you get vanilla bonuses after the trashing, which further limits the trashing efficiency.  All good.

But the card as a whole is scary powerful.  This is Highway with built in +Buy and trashing.  Highway is great with support.  Kettle is its own support, everything it needs.  Probably needs to cost $4P, maybe even more.

With some tweaks, it might be alright.  Still, not sure if I really want this all-in-one powerhouse.

Quote
Incantation
Types: Action
Cost: $3P
+1 Card. +1 Action. Trash a card from your hand. If you do, reveal cards from your deck until you reveal a card that costs more than it and shares a type with it. Put it into your hand and discard the rest.

Trash Copper, find a Silver/Potion.  Trash Potion, find a Gold.  Trash Estate, probably just cycle your whole deck.  All in all, that's pretty neat.  Wording could use a bit of cleaning up, but this is simple and fairly unique.

Quote
Wizard
Types: Action
Cost: $4P
+1 Card. +1 Action. +1 Buy. Gain the cheapest card the player on your right gained last turn.

Clarification: This card has a unique back, like Stash. If there are multiple cards that have the same lowest cost, choose one of them.

LastFootnote's Note: This card doesn't work in its current form. Which has the lowest cost, Alchemist or Gold? Also, I have no idea why it has a unique back. So the player to your right can screw you over by buying a Copper or something, I guess. Anyhow, I meant to PM the author to discus changing the card but never got around to it. My bad. Author, if you want to discuss changes to this card, let me know! If you talk to me before Saturday, I can update the ballot. Thanks.

Well, LF has already pointed out a few big flaws with this card.  I would add that this is not different enough from Smugglers to be interesting.  I mean, there are differences.  Cantrip gives it a boost, and if the player to your right only buys a Province, you can gain that.  But I think that's actually a bad thing.  Smugglers is already a bit swingy in  whether you get it on a turn where it can actually gain something decent.  Wizard is a bit worse for that because it can gain much better things.  Cantrip does mean it can fit better into an engine (easier to draw and play it every turn, thus more reliable than Smugglers), but then that unique back means that an opponent can mess with you.  It can even get a bit political because of that.

Quote
Quicksilver
Types: Treasure – Reaction
Cost: $2P
When you play this, reveal your hand. This is worth $1 plus $1 per Action revealed.

When another player plays an Action, you may discard this. If you do, gain a copy of that Action.

The value based on actions is OK.  There is a bit of anti-synergy there, in that you might have to hold back on playing actions in order to get more value out of Quicksilver.  Works better with terminals in that regard.  The reaction is terrible.  It's a popular fan card idea, but the problem is that the trigger is too common.  Any game with Quicksilver just drags because everyone has to wait after playing every single action to see if anybody wants to react to it.  It would be the most hated card in online play.  It gets slightly more tolerable IRL, but the playres would have to come to an agreement on how to do it.  Players would have to move slower anyway.

Quote
Distill
Types: Action – Attack
Cost: PP
+2 Actions. Each player may return a card from his hand to the Supply. (Yours may come from your discard pile. You may trash it instead.) For each card returned, each player other than the one that returned it gains a copy of it. If there are no cards in your hand, discard pile, or deck, you win.

Uhhh, what?  OK, it costs $PP.  That's usually a bad idea, as I explain below for Elicitor.  Does it work here though?

Each player essentially gets an optional play of mini-Ambassador.  You get a far more flexible version of it.  And then you have a new win condition.

This card is incredibly slow to play.  People already complain about Scrying Pool, but this is far slower.  For each player, instead of being a simple check (reveal top card, put back or discard) you have a whole series of actions.  Do you want to return a card?  If so, everybody else gains a copy.  And then you have to wait for all those players gaining cards to potentially use reactions.

The new win condition -- that's actually a neat idea, but I don't think it works here.  Most of the time, it's just too difficult to set up.  Distill itself only removes cards one at a time.  That's way too slow to bring itself to victory, especially considering the time it would take to do that with a $PP cost (so, verdict -- $PP cost doesn't work here).  So you need some outside support.  Chapel, probably.  In that case, however, it might end up as a swingy race to see who has better shuffle luck to chapel down.  If not Chapel or another strong trasher, maybe you could set up a deck to draw and play almost everything.  That seems like the most interesting scenario. 

But that's not all -- when you play Distill, everybody gets a chance to block you.  It'll be obvious when Distill would give you the win, which means that your opponent can ALWAYS stop you, even if it means sacrificing a good card.  So that means that the extra wincon pretty much never comes into play, except as a way to occasionally force an opponent to give you a card.  It's worse with more than 2 players.  Say you play this in 3p and meet the special win condition.  The next player declines to return a card.  Now the third player could be in a kingmaker position, choosing whether or not to return a card to stop you.

I like the idea of adding a special win condition, but there are just too many holes in this implementation.

Quote
Bottle Imp
Types: Action
Cost: $5P*
+1 Card. +1 Action. +1 Buy. +$1. You may trash this. If you do, gain a cheaper card.

If you have at least 2 Actions in play, this costs P less.

Market that can become a one-shot Workshop+.  Fairly interesting.  I really, really don't like the cost clause.  $5P is already very expensive.  By the time you could afford that, you'll be far enough in the game that getting two actions in play is trivial.  Nobody would ever buy a Potion to get Bottle Imp unless there weren't any useful non-terminal cards available at all, and in that case BMX is probably going to beat any strategy that spends time picking up Potion.

Quote
Refinery
Types: Reaction
Cost: $4P
When you buy a card, you may reveal this from your hand. If you do, if the card you bought is an…
Action card, set it aside when you gain it, putting it into your hand at the start of your next turn.
Victory card, set it aside when you gain it, returning it to your deck at the end of the game.
Other card, each other player gains a copy of it instead of you.

Feels overly complicated just due to the amount of text.  Cards like Ironworks and Tribute make this kind of thing work because they simply grant vanilla bonuses.  I also don't think that a Potion cost makes sense for Refinery.  This is a pure Reaction card, which means it is not so great in multiples.  The bonuses are decent, but not enough to warrant $4P.  I think even $P is usually more trouble than its worth.  It's also a little odd to have only "set aside" for the Island mechanic on Victory cards.  Can I look at the cards that are set aside this way? 

Also, I don't really like the "everyone else gains a copy" choice.  It's not an attack, but casual players will probably try to react with Moat (or other reactions) anyways.  And I think it's also broken.  From how it's worded, this should be legal:

I buy a Curse.  I reveal Refinery.  Everybody else gains a Curse instead of me.  I reveal Refinery again.  Everybody else gains a second Curse.  I reveal Refinery again -- third Curse.  Repeat until Curse pile is empty.

That should be legal because the reaction is just reacting to the Buy, so it can be repeated.  It's not like Trader where it reacts to the gain and becomes redundant if you reveal multiple times.  So... there's that.

Quote
Retort
Types: Treasure – Reaction
Cost: $3P
When you play this, it's worth $1 per differently named Treasure you have in play (including this).

When another player plays a Potion, you may discard this. If you do, gain a Treasure.

This name is already taken in the previous contest.

It feels a bit too similar to the initial versions of Horn of Plenty, as mentioned in the Secret Histories.  Feels that way, though it probably isn't.  A better complaint is that it doesn't really fit with Alchemy, since it encourages a BM game rather than an action game.

Quote
Voodoo Doll
Types: Action – Attack
Cost: $3P
+$2. Each player with 5 or more cards in hand discards an Action card (or reveals a hand with no Action cards).

I don't like this that much.  This particular attack card concept has been discussed before, and most agree that it's a bad idea.  Making others discard actions just discourages players from buying any action cards in the first place, thus pushing a BM game.  That in turn makes the attack card a bit useless, since nobody else has actions to discard anyways.  Does a Potion cost fix this?  I suppose that players would be more willing to get some action cards and risk the attack, since the Voodoo Doll player would not be able to immediately go on the offensive by buying a Voodoo Doll.  Still, I don't find it compelling.  If a buy a Potion early and there aren't other Potion cards on the board, then my opponent knows what I'm planning and could just play BM, making my Potion a dead card.  If I wait until the opponent has already committed to an engine, it's probably not worth it to get a Potion for VD.  It's too slow and it would probably be better for me to continue building on my own engine.

Quote
Catalyst
Types: Action
Cost: $3P
+1 Card. +1 Action. +1 Buy. +$1. Reveal then discard any number of Action cards. For each card discarded, +1 Card, +1 Buy, and +$1.

Market that can also simultaneously Cellar and SC action cards.  Sounds OK.  Doesn't excite me that much though.

Quote
Brewmaster
Types: Action
Cost: PP
+1 Card. +1 Action. You may trash a card from your hand. If you do, gain a Potion. You may discard a Potion. If you do, choose one: Cards cost $2 less this turn; or cards cost P less this turn.

The action is a little too complicated.  It's decently powerful.  Actually, it's extremely powerful.  But $PP is just a terrible cost to have, as I explain for Elicitor below.  And it doesn't really do much that Highway and Bridge don't already do.  The Potion cost decrease could be interesting, but I think that, in practice, it mostly just helps the first person to get Brewmaster to snowball into more.

Quote
Assistant
Types: Action
Cost: $4P
Reveal cards from your deck until you reveal an Action other than an Assistant. Discard the rest, then play that Action twice.

Not different enough from Golem for my tastes.  Otherwise, probably works fine since Golem works fine.

Quote
Ritualist
Types: Action
Cost: $2P
+1 Card. You may discard a Potion. You may play an Action card from your hand. If you discarded a Potion, play it again. If it is a Ritualist, play it again. You may play it one more time. If you do, trash it.

No, I really don't like this.  It just gets way too confusing too fast as you Ritualist other Ritualists.  Much worse than King's Court and Procession chains.  If the author really, really loves the idea and wants to refine it, I would suggest changing the order of some of those re-plays:

"You may play an Action card from your hand.  If it is a Ritualist, play it again.  You may discard a Potion.  If you do, play the Action card again.  You may play it one more time.  If you do, trash it."

This way you don't have to remember if you discarded a Potion to that Ritualist way back at the start of the chain.  Still, it's just too much.  At least with KC, you know that the card is played thrice.  With this, you have to remember whether it was played just once, or twice, or three or four times.  Blah.

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Elicitor
Types: Action
Cost: PP*
+1 Action. Discard a card. For each P in its cost, gain an Action card, putting it into your hand. If there is no P in its cost, +2 Cards.

If you have a Potion in play, this costs P less.

First thought is that $PP is a terrible cost.  It requires colliding two Potions, i.e. as difficult as Treasure Map.  But actually, Elicitor only costs $P because of the clause at the end.  That makes the cost a bit confusing, which is a point against it.  The purpose is so that Elicitor has extra self-synergy, allowing two actions to be gained instead of just one.

I don't really like it though.  I don't think I would buy a Potion to buy Elicitor if no other action cards are on the board.  The default action is pretty weak -- discard then Lab.  It's just mild filtering and it doesn't increase hand size.  I don't think that's worth a Potion cost.  The other effect is way better -- discard a potion-cost card and you get to gain an action to your hand.  That's good.  But it's difficult to pull off.  You need two shuffles to get two potion-cost cards, and then you need them to collide in other to make it work.  So again, like Treasure Map, except it takes even longer to set up.  Not only that, but you probably won't want to discard anything other than a second Elicitor.  Most other potion cards you get, you want to play!

It might work and it might be really interesting, but I just don't really think it would.  I'm averse to the Treasure Map mechanic.

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Research
Types: Action
Cost: $1P
Trash 2 cards from your hand. Gain a card costing exactly $2 or $1P more than the total cost of the trashed cards in coins.

When you gain this, gain an Action costing up to $4.

For some reason, $1P is a cost that just feels a bit off to me.  It's like, if you have $P then you're almost always going to have $1P... so why not just make it cost $P?  The extra 1 coin feels unnecessary, and dropping it is just more fun because it opens up more options to a player with +Buy.  It has a decent purpose with Research though.  By costing $1P, it gives players an option to trash Coppers into Research instead of Estate.  So that's nice.

Not sure how much I like it, otherwise.  I don't know if a potion cost is really needed for this concept -- would love to hear opinions on that.  Maybe it's too powerful with a regular coin cost?  You could trash two Silvers into a Province, which is pretty good.  And that's not even factoring the on-gain.  Hmm.

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Drunkard
Types: Action
Cost: P
Discard any number of cards. Draw until you have 5 cards in hand. You may discard a Potion or an Action. If you do, play this again.

When you buy this, +2 Buys.

The on-buy is certainly fun.  The action... hm.  It can be pretty good, though being terminal hurts it.  The way you can do it again is fun.  Since you have to discard, your hand size gets smaller and thus prevents an infinite loop.  It's neat.  There are enough reasons to justify the Potion cost, I think, but just barely.  Interesting!

Edit: Actually, this can end up getting played over and over again ad infinitum, since it's fixed draw.  Not sure how to feel about that.

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Conjurer (B)
Types: Action
Cost: $3P
You may play an Action card from your hand three times. Either trash that card or trash this.

King's Court that ends up trashing the target or itself.  I don't see the point of it when King's Court exists.  The cost means that you can get it before the second shuffle... but it's just not compelling.  It doesn't do anything different from KC and it's usually inferior.  Why?

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Elixir (C)
Types: Action
Cost: $3P
+1 Action. +1 Buy. +$1. Reveal cards from your deck until you reveal a Potion or a card costing at least P. Put that card into your hand and discard the rest.

Market variant that always draws a Potion or a Potion card.  That's actually pretty neat.  At first, it seems like it might be weaker than Market in general.  However, it stacks with itself pretty well.  On average, one Elixir will draw half the other Elixirs in your deck and your Potion card.  That changes if you get more than one Potion or if you mix other Potion-cost cards in.  If you get several Elixirs, it can draw up several others until it's worth more than Gold while providing +Buy at the same time.  Pretty neat.

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Enchanter
Types: Action
Cost: $2P
+3 Cards. You may play an Enchanter from your hand.

Hmm, not sure I like this.  It steps on Cultist's toes a bit.  Moreover, I'm not sure it really fits with Alchemy.  Since it is mostly terminal, it doesn't really fit with Alchemy's schtick of big action chains.  Yes, you can certainly chain a bunch of Enchanters, but you can't do much else.  I guess this is alright, but it doesn't really grab me.  I think the concept could be interesting, but I'm not convinced that it needs a potion cost.
« Last Edit: December 20, 2013, 02:08:24 am by eHalcyon »
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Nic

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #40 on: December 19, 2013, 07:32:50 pm »
+2

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Refinery
Types: Reaction
Cost: $4P
When you buy a card, you may reveal this from your hand. If you do, if the card you bought is an…
Action card, set it aside when you gain it, putting it into your hand at the start of your next turn.
Victory card, set it aside when you gain it, returning it to your deck at the end of the game.
Other card, each other player gains a copy of it instead of you.

My first thought on this card is maybe it should be a treasure card, maybe worth zero, and have all its effects be "when this is play" so that you have to choose to have it effect all the cards you buy or none of them. I still don't know if I like it but that might make it more interesting.
Also, it has two contradictory effects on purchased Action-Victory cards, both of which are proc'd as soon as you reveal the Refinery. It's going to need to be rewritten or given an awkward special-case clause specific to dual-type cards.

Also, unrestrained unfiltered Copper junking generally gets a card dismissed out of hand here, and I don't think adding 'unmoatable' to that list is a good idea. In a lot of Kingdoms it is possible to get to 6-8 buys if you build your deck around it; I played a Chapel/TR/Market game the other day.
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A Drowned Kernel

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #41 on: December 19, 2013, 07:56:11 pm »
0

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Refinery
...

My first thought on this card is maybe it should be a treasure card, maybe worth zero, and have all its effects be "when this is play" so that you have to choose to have it effect all the cards you buy or none of them. I still don't know if I like it but that might make it more interesting.
Also, it has two contradictory effects on purchased Action-Victory cards, both of which are proc'd as soon as you reveal the Refinery. It's going to need to be rewritten or given an awkward special-case clause specific to dual-type cards.

Also, unrestrained unfiltered Copper junking generally gets a card dismissed out of hand here, and I don't think adding 'unmoatable' to that list is a good idea. In a lot of Kingdoms it is possible to get to 6-8 buys if you build your deck around it; I played a Chapel/TR/Market game the other day.

Yeah, that's probably all enough to kill it. I thought it was a interesting idea but in the end it doesn't really work.
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markusin

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #42 on: December 19, 2013, 08:18:51 pm »
+2

So, I didn't submit a card for this contest, yet I'm going to be the one of the first to comment on them all. I must be really bored.

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Ivory Tower
Types: Action
Cost: $3P
+1 Card. +1 Action. Choose one: Set aside a card from your hand face down on your Ivory Tower mat; or put up to 3 cards from your mat into your hand. You may look through your cards at any time; trash them at the end of the game.

Clarification: On-trash effects are triggered. They are resolved in player order starting from the player on whose turn the game ended.
This reminds me of -Stef-'s Hinterland from the Hinterlands contest. It's more of a mega-Haven really. People like Haven, right? Can this work for $2p?

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Elixir (A)
Types: Treasure
Cost: $2P
Worth $2. You may play an Action card from your hand.
I don't think this causes contradictions with any existing cards. Fan cards that say "don't take a buy phase this turn" may be a different story. At any rate, this can be converted into an action that can be played even if you don't have any actions left, but the intend of the card is so much clearer as a Treasure.

So it's a retroactive village. I'm cool with that.

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Conjuror (A)
Types: Action
Cost: $2P
+3 Cards. You may discard a Potion. If you do, +1 Action. Otherwise, gain a Potion, putting it on top of your deck.
Less reliable than Alchemist, but gives more per play and so is faster to get going than Alchemist. I think this is going to be a really nice card to pick up if you had the potion anyway, say to get Familiar or Golem, but fall a bit short. The gaining of the potion on top the deck can help keep your turn going in a pinch if you have extra actions. That's a plus.

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Professor
Types: Action
Cost: $2P
+1 Action. +1 Buy. Choose one: All cards cost $1 less this turn; or Action cards cost $2 less this turn. Cards cannot cost less than $0.
Having cost reduction on a potion card seems like a good idea to try out, and this one plays differently from the others. It's easier to multiples of these into play than it is to get multiple Bridges (though harder than playing multiple Highways), but is harder to amass. The payload isn't even that great for greening, but it's awesome for building up your engine in the mid-game. Will that be worth the midgame slowdown? You'll have to judge if it turns up in a game.

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Elixir (B)
Types: Action
Cost: $2P
+1 Card. +1 Action. You may choose an Action card in your hand. Play it twice.
The comparison to KC is like the comparison between Familiar and Witch. This card is so much more reliable than KC and TR, since having 2 of these collide with no other actions in hand can still work out in the end. Very Alchemy like.

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Druid
Types: Action
Cost: $4P
+1 Card. +1 Action. Choose one: +$2; or +P.

When you buy this, trash all Treasure cards you have in play.
This seems kinda strong with the +P option, because it means you can buy this minion-like card without having a potion in your deck for the majority of the game. How about this just trashes all treasures except for Potion when bought? Still, for a potion cost card, this seems like it will either be too monolithic or too much of a support card (or a vineyard enabler).

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Contraption
Types: Action
Cost: $4P
+1 Action. Look at the top 3 cards of your deck and reveal one of them. Gain an Action costing less than it. Discard any number of the looked-at cards. Put the rest back in any order.
Challenging to set this up well, but powerful when it does work. I like the challenge that it pushes on the player.

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Metallurgist
Types: Action
Cost: P
+1 Buy. You may trash a Treasure from your hand. If you do, +P. You may trash a Potion from your hand. If you do, +$3.
Well, if you miss the potion card you want the first time you see potion in your hand, this can help you make sure you don't miss it a second time. An okay support card for other potion cards, and can trash Potion for coin when the time comes, but doesn't seem very attractive when it's the only potion card on the board.

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Enclave
Types: Action
Cost: $2P
+2 Actions. You may discard your hand. If you do, +1 Card per Action card you have in play.
The other Madman. This card works in the same kind of decks that Scrying Pool works in, except this is much faster to resolve. At the very least, this card belongs in the "pretty cool" category. There's always an upper bound to how good card draw can be, which is the max buying power of the rest of your deck, so that's something of a balance check.

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Clairvoyant
Types: Action
Cost: $3P
+1 Action. Reveal the top 4 cards of your deck. Set aside a revealed Action card. Put a revealed Victory card into your hand. Discard the rest. Play the set-aside Action.
Well, the non-potion costing version of this kind of this was considered overpowered by DXV in the outtakes. I wonder if it works better as an expensive potion cost card. At any rate, I find it's functionally too similar to Golem, even with the mini-Scout effect. Just like, the first action Golem finds is Ruined Village.

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Alkahest
Types: Actoin
Cost: $5P
+1 Card. +1 Buy. Choose one: +2P; or +$3. You may choose an Action card in your hand costing at least P and play it.
I like this one. It's powerful with other potion cost cards that it helps get for you, but is also good if it collides with itself. Also very good for vineyard

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Kettle
Types: Action
Cost: $3P
Reveal your hand. You may trash any number of cards from your hand up to the number of Victory and Curse cards revealed. +1 Card. +1 Action. +1 Buy.

While this is in play, cards cost $1 less, but not less than $0.
Highway, with a buy, and with trashing. That seems way too powerful. Cantrip cost reduction with a buy seems too taboo even for a potion card. Absurd with crossroads and action-VP hybrid (and Scout?).

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Incantation
Types: Action
Cost: $3P
+1 Card. +1 Action. Trash a card from your hand. If you do, reveal cards from your deck until you reveal a card that costs more than it and shares a type with it. Put it into your hand and discard the rest.
Clever. Can be a more usable Mine-without-the-gain, or a more usable Procession-without-the-gain. An all around useful card, which is strangely not the norm for potion cost cards.

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Wizard
Types: Action
Cost: $4P
+1 Card. +1 Action. +1 Buy. Gain the cheapest card the player on your right gained last turn.

Clarification: This card has a unique back, like Stash. If there are multiple cards that have the same lowest cost, choose one of them.

LastFootnote's Note: This card doesn't work in its current form. Which has the lowest cost, Alchemist or Gold? Also, I have no idea why it has a unique back. So the player to your right can screw you over by buying a Copper or something, I guess. Anyhow, I meant to PM the author to discus changing the card but never got around to it. My bad. Author, if you want to discuss changes to this card, let me know! If you talk to me before Saturday, I can update the ballot. Thanks.
Well, maybe it can be worded to exclude potion cards, though that would be pretty much the opposite of what you'd expect from an Alchemy card. Or, the wording changes to somehow only consider the cost in coins. I'm guessing the card has a unique back to allow other players to know what's coming because the author hates the way Smugglers works.

This card has the +buy built in, so it can be used to counter itself by buying an extra Copper at the end of a shopping spree. $4 sounds like too much though. Or, you can specify "cheapest action".You typically want gainers early, but card really comes later on in the game, giving a gaining ability that is even less reliable than Smugglers. Can always be rebalanced though.


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Quicksilver
Types: Treasure – Reaction
Cost: $2P
When you play this, reveal your hand. This is worth $1 plus $1 per Action revealed.

When another player plays an Action, you may discard this. If you do, gain a copy of that Action.
So the on-play rewards you for holding off on playing action cards, or if you played poorly enough to constant have too many terminals in hand. The bottom part is neat, and perhaps workable on a potion cost card. Perhaps that's the main focus of the card. It even lets you over-terminal if you want. Why would you do that? So that you can get more coin out of this of course!

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Distill
Types: Action – Attack
Cost: PP
+2 Actions. Each player may return a card from his hand to the Supply. (Yours may come from your discard pile. You may trash it instead.) For each card returned, each player other than the one that returned it gains a copy of it. If there are no cards in your hand, discard pile, or deck, you win.
So, it will be very rare that a player actually wins with this, but the threat that you can win may force other players to give you really good cards to prevent that. I don't like how this card is just a free pass for engine players to build as much as they want, totally ignore VP cards, and just bully opponents into a pin lest they want to immediately concede the game to you.

It costs PP, so that's a check to it's strength in these cases, but makes it really suck in all cases where you're not trying to auto-win. Who comes out ahead when you play this? No one, really. Well, maybe you do because you can trash a card instead, but you probably wasted so much time getting this.

Also, it probably scales badly with more players if the player is trying to auto-win, because they have to get rid of 2 or more cards being passed at a single time, or the player on your right doesn't have to return a card because everybody else already did to prevent you from winning, or the player on your left forces the player puts the responsibility of the players to his or her right to block the win from you.

...sorry for the rant.

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Bottle Imp
Types: Action
Cost: $5P*
+1 Card. +1 Action. +1 Buy. +$1. You may trash this. If you do, gain a cheaper card.

If you have at least 2 Actions in play, this costs P less.
Kinda cute, actually. Just a Market for the most part, with a Peddler-like cost barrier, but it can self trash at the right moment. The self trashing bonus looks better than Mining Village's self-trash bonus. It can even gain other potion cost cards when this is the first action you play during your turn. So, a rather simple card for a change. Nice.

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Refinery
Types: Reaction
Cost: $4P
When you buy a card, you may reveal this from your hand. If you do, if the card you bought is an…
Action card, set it aside when you gain it, putting it into your hand at the start of your next turn.
Victory card, set it aside when you gain it, returning it to your deck at the end of the game.
Other card, each other player gains a copy of it instead of you.
Putting this kind of effect on a potion cost card is interesting. The top-decking of actions alone can already be covered by Royal seal and Watchtower. The VP buy ability is more special. The "Other card" effect sounds pretty absurd. Like, insta-mega-junk attack with multiple buys. Especially strong with Goons and Merchant Guild.

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Retort
Types: Treasure – Reaction
Cost: $3P
When you play this, it's worth $1 per differently named Treasure you have in play (including this).

When another player plays a Potion, you may discard this. If you do, gain a Treasure.
I don't know. As far as potion cost treasures go, I prefer the much more specialized Philosopher's Stone. Also, the on-play effect is strictly weaker than Bank's. Only the bottom part keeps the card from being strictly weaker as a whole.

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Voodoo Doll
Types: Action – Attack
Cost: $3P
+$2. Each player with 5 or more cards in hand discards an Action card (or reveals a hand with no Action cards).
About as brutal as Pillage, but conflicts in cost with things like Familiar. I'm not going to rule this one out. The cost may justify its power. I imagine people will Hate being hit by this at the wrong moment, but that's just the attack doing its job (see Possession).

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Catalyst
Types: Action
Cost: $3P
+1 Card. +1 Action. +1 Buy. +$1. Reveal then discard any number of Action cards. For each card discarded, +1 Card, +1 Buy, and +$1.
Discarding action cards in your hand for the Market effect sounds awesome. It can also get out of hand really quickly if you just end up drawing all the cards you discarded with this (and maybe play another copy of this), especially since you'll have enough buys to just empty out piles effortlessly. I'd like it much more if the +buy for each card discarded was removed. That can be arranged if necessary, right?

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Brewmaster
Types: Action
Cost: PP
+1 Card. +1 Action. You may trash a card from your hand. If you do, gain a Potion. You may discard a Potion. If you do, choose one: Cards cost $2 less this turn; or cards cost P less this turn.
Super Highway with a unique cost restriction. This card helps you get more of these though, and you still need +buy from somewhere else to really capitalize on the cost reduction. So then, this may actually work out as a card.

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Assistant
Types: Action
Cost: $4P
Reveal cards from your deck until you reveal an Action other than an Assistant. Discard the rest, then play that Action twice.
Again, functionally too similar to Golem. It just needs less action cards in the deck than Golem does. That actually goes against the action-crazy theme of Alchemy .

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Ritualist
Types: Action
Cost: $2P
+1 Card. You may discard a Potion. You may play an Action card from your hand. If you discarded a Potion, play it again. If it is a Ritualist, play it again. You may play it one more time. If you do, trash it.
This can play a ritualist up to 4 times (with the Ritualist getting trashed), and any other action up to 3 times. This enables those cute TR plays, but requires fewer cards to do so, and gives +1 card even. That's what Alchemy is all about. I expect tracking this will be tough IRL.

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Elicitor
Types: Action
Cost: PP*
+1 Action. Discard a card. For each P in its cost, gain an Action card, putting it into your hand. If there is no P in its cost, +2 Cards.

If you have a Potion in play, this costs P less.
I'm not sure which wording is more elegant. This wording above, or wording that specifies you gain an extra card if you discarded an Elicitor, and then make this just cost P. I expect this will be a sifting lab for the most part, but can do cool things if you get more of these or some other potion cost cards. Interesting.

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Research
Types: Action
Cost: $1P
Trash 2 cards from your hand. Gain a card costing exactly $2 or $1P more than the total cost of the trashed cards in coins.

When you gain this, gain an Action costing up to $4.
As i grow weary of making comments, I can relax a bit upon looking at this mini-Forge. Free action card gain? It works well with this kind of card. Whether or not it's too much of a freebie depends on the worth of this card's on play effect.

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Drunkard
Types: Action
Cost: P
Discard any number of cards. Draw until you have 5 cards in hand. You may discard a Potion or an Action. If you do, play this again.

When you buy this, +2 Buys.
What kind of crazy sifting card is this? And look, it gives free buys when you buy it, totally avoiding many of the opportunity cost problems of Transmute. This card seems too good to need that.

Well, if Scrying Pool can exist in the game, surely this can too. It wants you to have lots of action cards to ensure it does a good job, but you usually want to keep actions in your hand if you can play them. this is terminal, so maybe you can't play them. So then, it helps you find your treasure cards to fit in a 5-card hand? Maybe this does work for P after all.

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Conjurer (B)
Types: Action
Cost: $3P
You may play an Action card from your hand three times. Either trash that card or trash this.
Kinda hard to evaluate this one. It takes some work to get potion cost cards, and this disappears if you use it to play a good action.

I think that this card could be good with other potion cost cards in the game, where you might have gotten Potion for gaining other cards. At some point near the end-game, you might say "you know what, instead of using my spare buy to get another Scrying Pool/Alchemist, I'll get this". Early game, you aren't likely to have a card worth playing 3-times if you got sidetracked into getting this.

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Elixir (C)
Types: Action
Cost: $3P
+1 Action. +1 Buy. +$1. Reveal cards from your deck until you reveal a Potion or a card costing at least P. Put that card into your hand and discard the rest.
Potion-card Sage. That sounds exactly like a card I want to have when pursuing a strategy involving potion cost cards. That it can pick up Potion and Philosopher's Stone too, perhaps differentiates it enough from Golem to not be so redundant.

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Enchanter
Types: Action
Cost: $2P
+3 Cards. You may play an Enchanter from your hand.
I think there was an outtake that DXV rejected that was this but only drew 2 cards. It wasn't a potion cost card though. I don't know how much the potion might change things, nor am I sure what DXV didn't like about the card. I think this particular card is okay. Well wait, having Enchanters makes it easy to find your potion to get more of these. Seems like a powerful 1-card strategy. What do others think?
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dghunter79

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #43 on: December 19, 2013, 08:55:38 pm »
+2

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Ivory Tower
Types: Action
Cost: $3P
+1 Card. +1 Action. Choose one: Set aside a card from your hand face down on your Ivory Tower mat; or put up to 3 cards from your mat into your hand. You may look through your cards at any time; trash them at the end of the game.

Clarification: On-trash effects are triggered. They are resolved in player order starting from the player on whose turn the game ended.

I like it, though it's a bit complex.  The end-game trashing is a bit odd, as is the idea of playing with this and Native Village and having all these cards going back and forth among all these mats.


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Elixir (A)
Types: Treasure
Cost: $2P
Worth $2. You may play an Action card from your hand.

Interesting.  What's the benefit of playing Actions during your buy phase? 

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Conjuror (A)
Types: Action
Cost: $2P
+3 Cards. You may discard a Potion. If you do, +1 Action. Otherwise, gain a Potion, putting it on top of your deck.

I don't know if you'd really want to gain Potions to feed Conjuror.  Then again, you usually don't want to gain Estates to feed Baron.  I don't know.  It's fine I think.

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Professor
Types: Action
Cost: $2P
+1 Action. +1 Buy. Choose one: All cards cost $1 less this turn; or Action cards cost $2 less this turn. Cards cannot cost less than $0.

Like Highway, it's non-terminal.  Like Bridge, it gives +Buy and can be Throned.  And, it can also be the best part from Quarry, without Quarry's limitation to the buy phase.  Seems over-powered.

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Elixir (B)
Types: Action
Cost: $2P
+1 Card. +1 Action. You may choose an Action card in your hand. Play it twice.

A little familiar.

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Druid
Types: Action
Cost: $4P
+1 Card. +1 Action. Choose one: +$2; or +P.

When you buy this, trash all Treasure cards you have in play.

It's obvious utility is attractive.

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Contraption
Types: Action
Cost: $4P
+1 Action. Look at the top 3 cards of your deck and reveal one of them. Gain an Action costing less than it. Discard any number of the looked-at cards. Put the rest back in any order.

Feels like this would usually be pretty weak.  You'd maybe want it to gain Potion cards, but you'd need two of these, and you'd need to collide them.  Seems easier to just buy the Action cards you want.

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Metallurgist
Types: Action
Cost: P
+1 Buy. You may trash a Treasure from your hand. If you do, +P. You may trash a Potion from your hand. If you do, +$3.

Feels kind of like Transmute, a P cost limited-utility trasher.  Also, feels weaker than all the other Copper-trashers.

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Enclave
Types: Action
Cost: $2P
+2 Actions. You may discard your hand. If you do, +1 Card per Action card you have in play.

Would it be overpowered in engine decks?  Or maybe it's like Crossroads, awesome but rarely.

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Clairvoyant
Types: Action
Cost: $3P
+1 Action. Reveal the top 4 cards of your deck. Set aside a revealed Action card. Put a revealed Victory card into your hand. Discard the rest. Play the set-aside Action.

Feels like it could be streamlined.  The Victory card feels a bit superfluous.

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Alkahest
Types: Actoin
Cost: $5P
+1 Card. +1 Buy. Choose one: +2P; or +$3. You may choose an Action card in your hand costing at least P and play it.

Very strong but very expensive.  OK, but has the problem where it's a race to this card and then whoever gets there first snowballs into a huge lead.

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Kettle
Types: Action
Cost: $3P
Reveal your hand. You may trash any number of cards from your hand up to the number of Victory and Curse cards revealed. +1 Card. +1 Action. +1 Buy.

While this is in play, cards cost $1 less, but not less than $0.

The trashing mechanic is interesting.  Not sure I like a cost-reducer that is non-terminal and gives out buy.

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Incantation
Types: Action
Cost: $3P
+1 Card. +1 Action. Trash a card from your hand. If you do, reveal cards from your deck until you reveal a card that costs more than it and shares a type with it. Put it into your hand and discard the rest.

Fun, although a lot of shuffling.  I like it.

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Quicksilver
Types: Treasure – Reaction
Cost: $2P
When you play this, reveal your hand. This is worth $1 plus $1 per Action revealed.

When another player plays an Action, you may discard this. If you do, gain a copy of that Action.

It's hard to think of a time you'd rather play Quicksilver than play the actions.  Maybe with a lot of terminals, but even then, Quicksilver is only going to be 2 or 3, so why not just buy basic treasures?  Well, I suppose with terminal draw it could be nice.

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Distill
Types: Action – Attack
Cost: PP
+2 Actions. Each player may return a card from his hand to the Supply. (Yours may come from your discard pile. You may trash it instead.) For each card returned, each player other than the one that returned it gains a copy of it. If there are no cards in your hand, discard pile, or deck, you win.

The first part would take a long time to resolve, and seems kind of like it cancels itself out.  The second part -- isn't it often fairly easy to play all the cards in your deck?

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Refinery
Types: Reaction
Cost: $4P
When you buy a card, you may reveal this from your hand. If you do, if the card you bought is an…
Action card, set it aside when you gain it, putting it into your hand at the start of your next turn.
Victory card, set it aside when you gain it, returning it to your deck at the end of the game.
Other card, each other player gains a copy of it instead of you.

With this and Squire, it becomes trivial to super-junk everyone with Curses, then Coppers.


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Retort
Types: Treasure – Reaction
Cost: $3P
When you play this, it's worth $1 per differently named Treasure you have in play (including this).

When another player plays a Potion, you may discard this. If you do, gain a Treasure.

I like the top part. 

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Catalyst
Types: Action
Cost: $3P
+1 Card. +1 Action. +1 Buy. +$1. Reveal then discard any number of Action cards. For each card discarded, +1 Card, +1 Buy, and +$1.

The combo with Scrying Pool is just too strong.

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Brewmaster
Types: Action
Cost: PP
+1 Card. +1 Action. You may trash a card from your hand. If you do, gain a Potion. You may discard a Potion. If you do, choose one: Cards cost $2 less this turn; or cards cost P less this turn.

You already need two Potions to buy this, and then it gives you more Potions.  It provides a usage for the Potions, but a very weak one.  It would be very rarely useful, I think.


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Ritualist
Types: Action
Cost: $2P
+1 Card. You may discard a Potion. You may play an Action card from your hand. If you discarded a Potion, play it again. If it is a Ritualist, play it again. You may play it one more time. If you do, trash it.

Crazy, but I like it.  Unfortunately, this wording is really difficult, and I don't know how to fix it.

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Elicitor
Types: Action
Cost: PP*
+1 Action. Discard a card. For each P in its cost, gain an Action card, putting it into your hand. If there is no P in its cost, +2 Cards.

If you have a Potion in play, this costs P less.

Too crazy with high-ticket Actions like Possession and King's Court.

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Research
Types: Action
Cost: $1P
Trash 2 cards from your hand. Gain a card costing exactly $2 or $1P more than the total cost of the trashed cards in coins.

When you gain this, gain an Action costing up to $4.

I think it works, but I'd lose the on-gain.

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Drunkard
Types: Action
Cost: P
Discard any number of cards. Draw until you have 5 cards in hand. You may discard a Potion or an Action. If you do, play this again.

When you buy this, +2 Buys.

I don't know how I feel about a card you could play till infinity.  Well, I mean, it's pretty hilarious, I'll give it that.  I guess my initial disposition is positive.

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Elixir (C)
Types: Action
Cost: $3P
+1 Action. +1 Buy. +$1. Reveal cards from your deck until you reveal a Potion or a card costing at least P. Put that card into your hand and discard the rest.

This feels like a forced buy?  If you have all 10, then if you draw two you're guaranteed $10 +10 buys.  If you trash the Potion you only need one of them to guarantee the $10.  If you only use your Potions to buy Elixirs, then each one you draw is guaranteeing at least $1 and is guaranteed to draw your Potion eventually.  So they are also easy to amass quickly.  I don't know how you could compete with Elixirs.
« Last Edit: December 19, 2013, 09:34:17 pm by dghunter79 »
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Guy Srinivasan

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #44 on: December 19, 2013, 08:59:35 pm »
+7

Cost reduction: can cards cost e.g. -$1+P? It's not less than $0...
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eHalcyon

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #45 on: December 19, 2013, 09:24:02 pm »
+3

Cost reduction: can cards cost e.g. -$1+P? It's not less than $0...

Whoa.

Not sure if it's clarified anywhere in rulebooks, but I would wager than the intention is that cost reducers don't reduce cost in coins below $0.
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KingZog3

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #46 on: December 19, 2013, 10:23:02 pm »
+2


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Ivory Tower
Types: Action
Cost: $3P
+1 Card. +1 Action. Choose one: Set aside a card from your hand face down on your Ivory Tower mat; or put up to 3 cards from your mat into your hand. You may look through your cards at any time; trash them at the end of the game.

Clarification: On-trash effects are triggered. They are resolved in player order starting from the player on whose turn the game ended.

Super Island + Super Native Village. I imagine this is pretty strong for engines and BM. It has the risk of keeping cards near the end of the game though, so you'll want to junk your deck with all the VP before the game is done. I like it and for sure consider giving it a vote.

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Elixir (A)
Types: Treasure
Cost: $2P
Worth $2. You may play an Action card from your hand.

I don't like playing Action cards during the buy phase. It can just get confusing I think.

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Conjuror (A)
Types: Action
Cost: $2P
+3 Cards. You may discard a Potion. If you do, +1 Action. Otherwise, gain a Potion, putting it on top of your deck.

Sort of a lubricant type of card. Because it Potion Junks your own deck though, I'm not sure how reliable it can be. It think the mandatory gaining of Potions is more of a bad thing than a good thing.

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Professor
Types: Action
Cost: $2P
+1 Action. +1 Buy. Choose one: All cards cost $1 less this turn; or Action cards cost $2 less this turn. Cards cannot cost less than $0.

Yeah, seems pretty standard. Not sure if it's too strong, but I think its ok being non-terminal because it's a Potion cost. Witch is to Familiar as Bridge is to Professor.

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Elixir (B)
Types: Action
Cost: $2P
+1 Card. +1 Action. You may choose an Action card in your hand. Play it twice.

Again, non-terminal Throne Room. This may be a tab strong though, because the whole point of TR is that it's dead it it doesn't match up. $2P is cheap for a Potion card. I would get this almost every game.

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Druid
Types: Action
Cost: $4P
+1 Card. +1 Action. Choose one: +$2; or +P.

When you buy this, trash all Treasure cards you have in play.

Nice. It trashes the pesky Potion and coppers, and then it an provides it itself. Or it can be a non-buy Grand Market. 4P sounds right, and I can see myself buying it often. I think a vote is in order.

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Contraption
Types: Action
Cost: $4P
+1 Action. Look at the top 3 cards of your deck and reveal one of them. Gain an Action costing less than it. Discard any number of the looked-at cards. Put the rest back in any order.

Sifter+University. Might be close to university as it'll mostly gain $5, but it can gain $6 and $7 actions if a Province is revealed. Also gives filtering, which is good for engines. Definitely something to consider.

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Metallurgist
Types: Action
Cost: P
+1 Buy. You may trash a Treasure from your hand. If you do, +P. You may trash a Potion from your hand. If you do, +$3.

A few things on this card.
1) Transmute is not bad because of the effect, it's bad because of the cost. P as a cost is awkward to buy.
2) Your effect is weak. Weaker than Transmute I think. I can get +P if I trash a treasure (Copper), which is only good if there are other Potion cards, or it can trash a Potion for +$3, but it needs to be paired up and then why did I take this huge detour when Smithy-BM has already won the game. I won't be buying Potions just to feed the Metallurgist.
3) I like the name though.

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Enclave
Types: Action
Cost: $2P
+2 Actions. You may discard your hand. If you do, +1 Card per Action card you have in play.

Hmmmm. It's interesting that's for sure, but I can't decide if it's worth it. Certainly not as my main village. It'll be a Necropolis until I have a junky hand, and even then I need to have played a bunch of cards first to pick anything up, so it's not good until I've probably drawn lots of cards. I can see it being good in a cantrip engine, or with Caravan, but those decks are rare enough.

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Clairvoyant
Types: Action
Cost: $3P
+1 Action. Reveal the top 4 cards of your deck. Set aside a revealed Action card. Put a revealed Victory card into your hand. Discard the rest. Play the set-aside Action.

I like this c-SCOUT-ard. It's got sifting and a Hera-SCOUT-ld kind of eff-SCOUT-ect to go along with it. I imagine it's good with Har-SCOUT-em or other hybrid Victo-SCOUT-ry cards. GAH! I can't seem to type to day. Seriously though I do kind of like it. The sifting seems to be added just to punt Scout in the face though. Take that Scout! I don't think it's worth a Potion cost though. It can only pull 1 VP card, and otherwise it's very close to Herald. Sure it looks at more, but it might not be a cantrip.

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Alkahest
Types: Actoin
Cost: $5P
+1 Card. +1 Buy. Choose one: +2P; or +$3. You may choose an Action card in your hand costing at least P and play it.

+1card +1buy is strange. The card is fine. I dunno, I just think there are more exciting choices. This gets better with other Potion cost cards, but I can't really see myself buying this in my Scrying Pool deck, or my Alchemist stack. They don't need it, and neither do the other Potion cards. They all work pretty well by themselves.

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Kettle
Types: Action
Cost: $3P
Reveal your hand. You may trash any number of cards from your hand up to the number of Victory and Curse cards revealed. +1 Card. +1 Action. +1 Buy.

While this is in play, cards cost $1 less, but not less than $0.

Tea time everyone! It's not a great trasher unless you have lots of junk or have an engine going. And it gets worse as you trash the junk! Unless you're trashing Copper. It is a cantrip, which makes it stronger, but the happens after the trashing. And it's a cost reduction card. I don't see why it needs the trashing. It feels like 2 cards smashed into 1 more expensive Potion cost card.

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Incantation
Types: Action
Cost: $3P
+1 Card. +1 Action. Trash a card from your hand. If you do, reveal cards from your deck until you reveal a card that costs more than it and shares a type with it. Put it into your hand and discard the rest.

Yeah, I've tried to do things with card types, but the thing is everything is a type. Reaction, Victory, Treasure, Action, Attack, Knight, Looter, Curse. They are all types. Now, for the effect it'll mostly find Better Treasures, or sift Victory cards, but it can skip actions which is bad. I don't see it being worth the Potion cost. Yes, cantrip trashing is good, but it's uninteresting and this card has that downside.

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Wizard
Types: Action
Cost: $4P
+1 Card. +1 Action. +1 Buy. Gain the cheapest card the player on your right gained last turn.

Clarification: This card has a unique back, like Stash. If there are multiple cards that have the same lowest cost, choose one of them.

LastFootnote's Note: This card doesn't work in its current form. Which has the lowest cost, Alchemist or Gold? Also, I have no idea why it has a unique back. So the player to your right can screw you over by buying a Copper or something, I guess. Anyhow, I meant to PM the author to discus changing the card but never got around to it. My bad. Author, if you want to discuss changes to this card, let me know! If you talk to me before Saturday, I can update the ballot. Thanks.

I'll assume it's cheapest cost in coins, even though that's still awkward with Potion cards. I also don't get different back thing. And it's not even that good. With good trashing I'll just buy Copper and ruin your $4P card.

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Quicksilver
Types: Treasure – Reaction
Cost: $2P
When you play this, reveal your hand. This is worth $1 plus $1 per Action revealed.

When another player plays an Action, you may discard this. If you do, gain a copy of that Action.

Oooooooo a reaction card. It'll basically never be worth more than $1 or $2 unless you got really unlucky or ruined you deck. The reaction is good though, especially for a Potion card. I don't think it discourages playing action cards though, because Quicksilver is hard to get and it mostly not good when you play it.

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Distill
Types: Action – Attack
Cost: PP
+2 Actions. Each player may return a card from his hand to the Supply. (Yours may come from your discard pile. You may trash it instead.) For each card returned, each player other than the one that returned it gains a copy of it. If there are no cards in your hand, discard pile, or deck, you win.

Yuck. I don't like the PP cost (Which is crazy annoying and expensive to get), I don't like the weird "everyone ambassador's everyone" else (probably just resulting in everyone gaining each others trash/ending up with more junk than when they started with more than 2 players) and I really don't like that win condition. Plus it doesn't even make sense. I need that card in my deck to be able to get the efect, but then I have a card in my hand, so I don't win (also should then be a Victory card). So I assume it should say "aside from this." Even then you would need a self trasher that also trashes other cards (Death Cart...uh...Island. That's it right?) to get down to 1 card, because everyone else will just pass you a card from your Distill to make sure you never get down to just 1 card. Oh yeah, and once you're at that point you'll never win because you'll be so far behind everyone else. I don't care if I pass KC to you. You have nothing to use it on aside from Distill.

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Bottle Imp
Types: Action
Cost: $5P*
+1 Card. +1 Action. +1 Buy. +$1. You may trash this. If you do, gain a cheaper card.

If you have at least 2 Action cards in play, this costs P less.

Fixed the bottom. This is basically Market with an extra, and weak, ability. It can gain other Potion cost cards, but other than that it's nothing new. Don't get me wrong, it's not bad, just nothing new.

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Refinery
Types: Reaction
Cost: $4P
When you buy a card, you may reveal this from your hand. If you do, if the card you bought is an…
Action card, set it aside when you gain it, putting it into your hand at the start of your next turn.
Victory card, set it aside when you gain it, returning it to your deck at the end of the game.
Other card, each other player gains a copy of it instead of you.

Pure reaction. It was said by someone before me that it could be a Treasure or something. I think I agree with that, just to make it simpler. Also it can't be reveal, because you can reveal infinitely, giving the entire Curse pile in 1 buy. (every contest there's like 3 cards like this). But I do like it and I'll probably vote for it.

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Retort
Types: Treasure – Reaction
Cost: $3P
When you play this, it's worth $1 per differently named Treasure you have in play (including this).

When another player plays a Potion, you may discard this. If you do, gain a Treasure.

Feels more like Cornucopia. The bottom is ok, but what if they don't go for Potion cards? Then it's not so strong a card. Usually never more then $4. It has a Potion cost, so I think it needs to be more powerful.

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Voodoo Doll
Types: Action – Attack
Cost: $3P
+$2. Each player with 5 or more cards in hand discards an Action card (or reveals a hand with no Action cards).

Yeah, it seems ok. Terminal and Potion cost means it's hard to play often, but brutal if you can manage it. Then again, straight money owns Voodoo Doll so much. I think it's ok, might need some tweaking.

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Catalyst
Types: Action
Cost: $3P
+1 Card. +1 Action. +1 Buy. +$1. Reveal then discard any number of Action cards. For each card discarded, +1 Card, +1 Buy, and +$1.

I dunno, I don't like discarding my action cards. Especially for something not super exciting.

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Brewmaster
Types: Action
Cost: PP
+1 Card. +1 Action. You may trash a card from your hand. If you do, gain a Potion. You may discard a Potion. If you do, choose one: Cards cost $2 less this turn; or cards cost P less this turn.

Again, PP cost is really strange and annoying to buy. Yes it's a cantrip $2 cost reducer, but it needs to discard Potions and Potions junk you up. There is a reason you only ever need 1 or 2 of them.

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Assistant
Types: Action
Cost: $4P
Reveal cards from your deck until you reveal an Action other than an Assistant. Discard the rest, then play that Action twice.

It's a fine card, but it just feels like Golem. Same price, similar effect.

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Ritualist
Types: Action
Cost: $2P
+1 Card. You may discard a Potion. You may play an Action card from your hand. If you discarded a Potion, play it again. If it is a Ritualist, play it again. You may play it one more time. If you do, trash it.

I went from "This is insane" to "It's not really that good. It's +1card, play and Action card 1. Play it again if you discard a Potion (requires matching it up) (Played card twice). Play it again if it's a Ritualist. Play it again and trash it. I dunno. I can't decide yet.

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Elicitor
Types: Action
Cost: PP*
+1 Action. Discard a card. For each P in its cost, gain an Action card, putting it into your hand. If there is no P in its cost, +2 Cards.

If you have a Potion in play, this costs P less.

Hmmm. I think I like it. Self combo card, the PP cost is only for the effect, not the buying which is cool. I think it gets a vote.

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Research
Types: Action
Cost: $1P
Trash 2 cards from your hand. Gain a card costing exactly $2 or $1P more than the total cost of the trashed cards in coins.

When you gain this, gain an Action costing up to $4.

1P is basically just P. This is a strange remodel/forge variant. I guess it's ok. Works with other Potion cards, but again you often don't want to remodel Potion cards. The on gain effect is just sort of there too. It's ok I guess.

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Drunkard
Types: Action
Cost: P
Discard any number of cards. Draw until you have 5 cards in hand. You may discard a Potion or an Action. If you do, play this again.

When you buy this, +2 Buys.

Name is so un-alchemy. Terminal Sifting. Basically Terminal Cellar. The on gian helps with the P cost. I'm not feeling it though. No reason other than my brain.

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Conjurer (B)
Types: Action
Cost: $3P
You may play an Action card from your hand three times. Either trash that card or trash this.

Cheap KC. It'll be awful to go through the Potion thing and then trash the hard earned Potion card. I'm running out of steam :( I'm sorry author of Conjurer. I think it's ok. I'll read what others say.

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Elixir (C)
Types: Action
Cost: $3P
+1 Action. +1 Buy. +$1. Reveal cards from your deck until you reveal a Potion or a card costing at least P. Put that card into your hand and discard the rest.

Not interesting enough. Market+sifting.

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Enchanter
Types: Action
Cost: $2P
+3 Cards. You may play an Enchanter from your hand.
[/quote]

Basically Smithy/Cultist. Not interesting but I think it's good as a Potion card.
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AJD

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #47 on: December 19, 2013, 10:40:55 pm »
+1

Quote
Elixir (B)
Types: Action
Cost: $2P
+1 Card. +1 Action. You may choose an Action card in your hand. Play it twice.

A little familiar.

No, a little familiar would be "+1 Card +1 Action. Discard two cards. Each other player may reveal a Bane…" ah, I'll just show myself out.
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AJD

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #48 on: December 19, 2013, 10:47:24 pm »
0

Quote
Voodoo Doll
Types: Action – Attack
Cost: $3P
+$2. Each player with 5 or more cards in hand discards an Action card (or reveals a hand with no Action cards).

I don't like this that much.  This particular attack card concept has been discussed before, and most agree that it's a bad idea.  Making others discard actions just discourages players from buying any action cards in the first place, thus pushing a BM game.

So, it's interesting. This is countered by BM-nothing, of course; but BM-nothing is really weak in general, obviously. Which means if you play BM-nothing for fear I'll use Voodoo Doll, then I can play a pretty weak engine and still win. So there's a rock-paper-scissors thing going on here which makes this more interesting than it sounds.

And note that Voodoo Doll is also well-countered by a dense, Action-heavy engine. If my hand is four Scrying Pools and a Pearl Diver, your Voodoo Doll isn't pulling its weight either.
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AJD

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Re: Treasure Chest Design Contest — Card #7: Alchemy
« Reply #49 on: December 19, 2013, 11:07:15 pm »
+2

By the way, I really like "Retort" as the name of a Reaction card. Presumably what's actually meant by the card name is this thing, but the idea of reacting to something with a "Retort" reminds one pleasantly of insult dueling.
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